Additional Legendary Gems are Coming!


Some cool news from the Blues, in reply to a long thread about current problems with the Barbarian. We shan’t go into those, but as part of a short reply emphasizing with the Barb complaints, Tyvalir confirmed what most players suspected. There will be more Legendary Gems added, buffing other play styles, though there’s no ETA. Additional Legendary Gems are Coming!

We do have plans to add more Legendary Gems to the game in the future, including those that are more defense-oriented. We don’t have a time frame to share for when the next batch of Legendary Gems will be added just yet, though.

In the meantime, we’ve been keeping a close eye on your gem suggestions, so if you’ve got an idea…let us know!

This week’s two-part podcast was focused mostly on Legendary Gems, and after analyzing them all, my main take away was the surprising lack of gems really built to buff melee classes. Several LGems are for anyone, and one or two are clearly much better for melee characters. But there aren’t any that really do what melee characters most want/need (make them able to tank on the highest Greater Rift levels) and there aren’t any that are really melee-specific, in the way that a DiabloWikiLegendary Gem like Zei’s is exclusively for ranged characters.

There aren’t any real useful defensive gems either. I’m sure that Invigorating Gemstone is the least used of all 14, and while Moratorium has a very powerful effect, it’s actually more suited to glass cannon ranged type characters.

So yes, there’s certainly room for some more/new/better LGems to fill the melee character hole.

One other LGem issue, with a question about a bug.

Simple question: IS Bane of the Trapped BUG FIXED?

Just want to know that, since I want to use rentless assault passive + Bane of the Trapped. But it is way useless without the slowing area doing the proc for damage amp. And I’m really strugling about which third gem should I use.

From what i read from blue post, it cant be fixed w/out an actual patch, so AFAIK there hasn’t been one yet.
Nevalistis: Hopping in to confirm this is correct. The issue with Bane of the Trapped properly affecting Frozen targets cannot be resolved with a hotfix and requires a patch.

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  1. The Bane of the Trapped bug that the original poster was talking about is as follows:

    The added damage does not apply to item procs (including the monk SWK clone set). It has nothing to do with frozen enemies, so the blue response was actually more confusing than if they hadn't said anything.

  2. Well, it seemed rather obvious we'd be getting new legendary gems in the future. I'm hedging my bets on them hitting next season (whenever that is) and them being season exclusive for that season.

  3. About Invigorating: Does the initial damage from Jailer/Knockback trigger the reduction? Or do you take the full damage and then any damage after the fact get reduced? Act One Keywarden likes to Jail/Knock in a single shot, and it seems to do a lot more damage than a regular Jail.

    About Moratorium: When does the 25% damage get calculated? Do you take 25% off the first hit, and then that 25% is bled out and reduced by armor/resist? Or do you reduce the damage by armor/resist and then take 25% off of that and bleed it out? Can Crusaders block the bleed damage?

    • About Moratorium, it doesn't matter when you apply the mitigation if you apply it to the instant and DoT part as well. Both ways you calculate it you get the same effect: you'll get 25% less instant damage, which will be dealt to you over X seconds. Overall you take the same amount of damage, but with Moratorium part of it will be dealt over time.

      The DoT component cannot be blocked or otherwise avoided, although if you have good Life Regen that can mitigate it pretty nicely. Most times I don't notice the DoT, only that my Life Regen drops a little after I receive damage.

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